mirror of
https://github.com/Relintai/entity_spell_system.git
synced 2025-02-22 17:18:12 +01:00
164 lines
4.2 KiB
C++
164 lines
4.2 KiB
C++
/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef ENTITY_CLASS_DATA_H
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#define ENTITY_CLASS_DATA_H
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#include "core/math/math_funcs.h"
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#include "core/resource.h"
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#include "core/ustring.h"
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#include "core/vector.h"
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#include "scene/resources/texture.h"
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#include "../../entities/stats/stat_data.h"
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#include "../../entity_enums.h"
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#include "../../entities/auras/aura_data.h"
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#include "../../pipelines/spell_damage_info.h"
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#include "../../pipelines/spell_heal_info.h"
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#include "../../item_enums.h"
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#include "../resources/entity_resource.h"
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class Aura;
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class Spell;
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class Entity;
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class ItemInstance;
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class CharacterSpec;
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class Entity;
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class SpellCastInfo;
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class EntityAI;
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class EntityClassData : public Resource {
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GDCLASS(EntityClassData, Resource);
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public:
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int get_id();
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void set_id(int value);
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String get_text_description();
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void set_text_description(String value);
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Ref<Texture> get_icon();
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void set_icon(Ref<Texture> value);
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int get_spell_points_per_level();
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void set_spell_points_per_level(int value);
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EntityEnums::EntityClassPlaystyleType get_playstyle_type();
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void set_playstyle_type(EntityEnums::EntityClassPlaystyleType playstyle_type);
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//Entity Resources
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int get_num_entity_resources();
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void set_num_entity_resources(int value);
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Ref<EntityResource> get_entity_resource(int index) const;
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void set_entity_resource(int index, Ref<EntityResource> entity_resources);
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Vector<Variant> get_entity_resources();
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void set_entity_resources(const Vector<Variant> &entity_resourcess);
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//Specs
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int get_num_specs();
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void set_num_specs(int value);
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Ref<CharacterSpec> get_spec(int index) const;
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void set_spec(int index, Ref<CharacterSpec> spec);
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Vector<Variant> get_specs();
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void set_specs(const Vector<Variant> &specs);
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//Spells
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int get_num_spells();
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void set_num_spells(int value);
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Ref<Spell> get_spell(int index);
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void set_spell(int index, Ref<Spell> spell);
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Vector<Variant> get_spells();
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void set_spells(const Vector<Variant> &spells);
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//Start Spells
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int get_num_start_spells();
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void set_num_start_spells(int value);
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Ref<Spell> get_start_spell(int index);
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void set_start_spell(int index, Ref<Spell> spell);
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Vector<Variant> get_start_spells();
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void set_start_spells(const Vector<Variant> &spells);
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//Auras
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int get_num_auras();
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void set_num_auras(int value);
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Ref<Aura> get_aura(int index);
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void set_aura(int index, Ref<Aura> aura);
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Vector<Variant> get_auras();
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void set_auras(const Vector<Variant> &auras);
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//AI
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int get_num_ais();
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void set_num_ais(int value);
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Ref<EntityAI> get_ai(int index);
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void set_ai(int index, Ref<EntityAI> aura);
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Vector<Variant> get_ais();
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void set_ais(const Vector<Variant> &ais);
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Ref<EntityAI> get_ai_instance();
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Ref<EntityAI> _get_ai_instance();
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//Setup
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void setup_resources(Entity *entity);
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void _setup_resources(Node *entity);
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EntityClassData();
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~EntityClassData();
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protected:
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static void _bind_methods();
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private:
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int _id;
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String _text_description;
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Ref<Texture> _icon;
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int _spell_points_per_level;
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EntityEnums::EntityClassPlaystyleType _playstyle_type;
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Vector<Ref<EntityResource> > _entity_resources;
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Vector<Ref<CharacterSpec> > _specs;
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Vector<Ref<Spell> > _spells;
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Vector<Ref<Spell> > _start_spells;
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Vector<Ref<Aura> > _auras;
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Vector<Ref<EntityAI> > _ais;
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};
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#endif
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